Tzeentch – Atra’zan’s Blazing Cavalcade
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Warscroll Battalion

Atra’zan’s Blazing Cavalcade

Atra’zan the Immolator seeks to engulf the Mortal Realms in an arcane firestorm. To see this done, he has assembled a troupe of daemonic pyromaniacs who surge into battle like a living inferno, delighting in the agonised screams of burning mortals and the stench of charred flesh.
ORGANISATION
 • 1 Fateskimmer, Herald of Tzeentch on Burning Chariot (Atra’zan the Immolator)
 • 1-3 Horrors of Tzeentch units with a combined model count of no more than 30 models
The Fateskimmer, Herald of Tzeentch, on Burning Chariot from this battalion is a unique named character. All units from this battalion must have the ETERNAL CONFLAGRATION keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

ABILITIES

Gleeful Immolation: As Atra’zan’s summoned flames whirl about his Cavalcade, the daemons become a living conflagration that spreads the fires of change with reckless, joyful abandon.
Add 1 to the Attacks characteristic of melee weapons used by units from this battalion that made a charge move in the same turn. If you intend to complete the Reckless Abandon agenda from Battletome: Disciples of Tzeentch, you cannot pick units from this battalion to complete the agenda.

The Opus Infernus: Atra’zan’s devotion to immolating the enemies of anarchy has earned him the boon of wielding the Opus Infernus.
Atra’zan the Immolator knows the Tzeentch’s Firestorm spell from the Lore of Change in Battletome: Disciples of Tzeentch in addition to any other spells he knows, and you can add 2 to the casting roll when he attempts to cast that spell.
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
© Vyacheslav Maltsev 2013-2021